Alternate
History List
Version
1.00b (26 August 2010; Formatting revised 20 Jan 2023)
The idea behind this page is not to list every single possible alternate history created; but those that are statistically significant divergences from our timeline, e.g the Cold War goes Hot; the US invades Japan in 1945; etc.
Books
Publication Year: 1994
Author: Eric L. Harry
Synopsis: Opens with a US/Russian limited nuclear exchange, and then follows up the aftermath to an extent. In the webmaster's opinion; the first 1/3rd of the book is pretty good; but the rest of the book proceeds into typical inanity.
Publication Year: 1959
Author: Pat Frank
Synopsis: Follows the events in a smallish Florida town in the aftermath of a nuclear war between the US and USSR. Has a very realistic ending.
Publication Year: 2006
Author: Robert Conroy
Synopsis: Details British intervention in the US Civil War on the side of the Confederacy.
Publication Year: 1995
Author: Robert Conroy
Synopsis: Details a U.S./German war in 1901 (hence the name). Not that great. Poorly thought out German plans, etc. Set the standard tone for much of Conroy's later works.
Publication Year: 2007
Author: Robert Conroy
Synopsis: Covers Operation OLYMPIC, the invasion of Japan. Has a hackneyed ending, and does not show how crushingly brutal OLYMPIC would have been.
Books:
Fox on the Rhine
Fox at the Front
Author: Douglas Niles and Michael Dobson
Synopsis: What if Field Marshal Rommel survived the July 20 Plot? Has very implausible political events happening, particularly with the Soviet Union.
Author: David Westheimer
Publication Year: 1971
Synopsis: This book follows the first six weeks of Operation OLYMPIC, the invasion of mainland Japan.
Author: William Prochnau
Publication Year: 1983
Synopsis Centers around events taking place in a posited US/USSR nuclear exchange; was made into a HBO movie, By Dawn's Early Light.
Comics
Author: Chuck Dixon
Publication Year: 2008-?
Synopsis: What if the US invaded Japan in OLYMPIC? Miniseries of six issues. Starts out okay; but then turns into utter crap by the introduction of NAZI SUPERWEAPONS by a team of German Exiles.
Printed Boardgames
Published by: XTR Corporation (1997; Command Magazine #47)
Published by: XTR Corporation (1995; Command magazine Issue #35)
Designed by: Chris Perello
Synopsis: Mason-Dixon is a game of alternate history. It posits a North America where the CSA defeated the USA in the Civil War and has further conflicts in following years. The game has three scenarios: 1917, 1940, and 1995. The map represents most of the CSA and a large portion of the USA and has 538 counters (some for each of the three scenarios). Hexes are 33 miles across, and counters generally represent 20-30,000 men or up to 400 combat vehicles. Aircraft counters represent varying numbers of planes, and naval counters are individual capital ships. Player turns are 10 days in the two early scenarios, and 2 days in the 1995 one.
Published by: XTR Corporation (1991)
Designed by: Ty Bomba and Robert G. Markham
Synopsis: Wahoo! is an alternate-history game covering the climactic 8 July 1863 Battle of Washington. One player takes the role of Robert E. Lee, commander of the Army of Northern Virginia, while the other player represents a combined Lincoln/Grant persona. The game postulates that on the second day at the Battle of Gettysburg, the Confederate attack began earlier. Little Round Top was overrun and the bulk of the Army of the Potomac was forced to fall back on Baltimore to regroup.
The Confederate player is trying to conquer the City of Washington while (optimally) also destroying the Northerner's high command. The degree in which the Rebels succeed or fail is measured in victory points... the Confederate must gain 5 or more points to win. This basically means, barring Lincoln's death, the Confederate player must gain control of the Capitol and the White House hexes to win.
Published by: Avalanche Press
Published by: Avalanche Press
Published by: Microgame Design Group/Fiery Dragon Productions (2001)
Synopsis: In 1933-34, the "American Freedom Lobby", a cabal of wealthy businessmen threatened by Roosevelt's New Deal economic policies, infiltrates a faction of the Democratic Party and uses the American Legion to manipulate thousands of embittered veterans into forming local paramilitary associations. In late 1934, President Franklin D. Roosevelt is gently moved aside from the Presidency on grounds of ill health while retired General Hugh S. Johnson, as "Secretary of General Affairs," assumes executive power. Leftists and populist political organizations, riven by factionalism, cannot resist this coup d'etat in all but name and the United States comes to resemble an Italian-style Fascist state. Continuing economic troubles lead the new leadership to the belief that rearming and expanding the American military will kick-start the economy, and that a revitalized Army could be used in a short sharp campaign against Canada to seize its abundant material resources and manufacturing capacity.
War Plan Crimson is a simulation game of a hypothetical invasion of Canada by the United States some time between 1935 and 1939. The game is for two players, one representing the leader of the armed forces of the United States that could be deployed against Canada (the US player) and the other representing the commander of the Canadian and British forces that would defend against a foreign invasion (the Commonwealth or CW player).
The 11 x 17" map depicts the areas around the city of Halifax in Nova Scotia (the East Map) and the approaches to Montreal from the American border (the West Map). The 280 counters show cadres, battalions and brigade sized forces from Canada, the US and Britain.
Published by: Microgame Design Group (2002)
Synopsis: Expansion to War Plan Crimson: The US Invasion of Canada.
Published by: Microgame Design Group (1999)
Designed by: Brian Train.
Synopsis: Freikorps is a simulation game of a hypothetical invasion of Germany by the Soviet Union's "Red Army of Workers and Peasants" in 1920. The game is for two players, one representing the irresistible forces of proletarian revolution (the Red Player), and the other the (hopefully) impervious alliance of anti-Bolshevist forces that would have been arrayed to oppose such an invasion (the White Player).
The game begins just after the Red Player's forces have won the Battle for Warsaw in August 1920. Sensing that the time is ripe to "carry Revolution to the rest of Europe on the points of Red bayonets", the leadership of the Soviet Union has decided to go for broke and seize Berlin, capital of a Germany in political and economic disarray. However, it is already mid-summer and the Soviet Union cannot sustain a military effort of this size past the onset of bad weather at the end of October. The Red Player has just ten weeks to change the course of world history.
The 11 x 17" map covers Poland and eastern Germany from Warsaw to Berlin. The 280 counters show Red Army and German Freikorps units, as well as Sparticus (German Communists), interventionists and the remains of the Polish army.
Published by: XTR Corporation (1993; Command Magazine #24)
Designed by: Peter Pfeifer and Peter H Gryner
Synopsis: This game is a two-player wargame that simulates what might have been the first campaign of World War II in Europe if the Prague government rejected the Munich dictat. The game was first published as a supplement to Command magazine Issue #24.
The game includes a 34" x 22" mapsheet, 142 counters, and 18 pages of rules.
To win, the German player must attempt to crush Czechoslovakia by conquering come crucial territory before France and England decide to join the war. The Czech player wins by holding out until those two Allies intervene.
Published by: SPI (Simulations Publications, Inc), 1974
Designed by: John Michael Young
Synopsis: Seelowe is a hypothetical wargame depicting Operation Sealion (in German: Seelowe) the anticipated German invasion of the British Isles that would have followed a Luftwaffe victory in the Battle of Britain. The map shows central and southern England and the English Channel. Three invasion scenarios are re-created in the game:
1.) The Navy Plan involving a landing on a narrow front in south-eastern England.
2.) The Army Plan which suggests that a landing on a broad front all along the south coast would have been possible.
3.) The July Scenario in which the German army gambles on a small landing being sufficient to ensure victory.
Published by: Microgame Design Group (2001)
Designed by Peter Schutze.
Synopsis: DIE SCHWEIZ MUß NOCH GESCHLUCKT WERDEN! Adolf Hitler's early stated political aim was unification of the German people into one powerful and respected Germany. In this he initially succeeded, except for one case, the Swiss Germans. Absorption of the Swiss Germans was planned, but never carried out "Die Schweiz muß noch geschluckt werden" (literally: Switzerland must still be swallowed) was the name of the operational plan approved in August 1940 to do just that.
Switzerland Must Be Swallowed is a simulation of the planned assault on Switzerland by Nazi Germany during World War 2. Players represent the military high commands directing their forces during what was sure to be a trying fortnight for all concerned. Fortunately for the German player, Adolf Hitler is busy elsewhere and will not interfere with your battleplans.
The 11 x 17" map covers all of Switzerland at 20 kilometres per hex. The 280 counters show Swiss and German regiments and divisions, including mountain and airborne troops.
Published by: SPI (Strategy & Tactics magazine #45; 1974)
Designed by: James F Dunnigan
Synopsis: Solitare game. Based on a hypothetical invasion of Kyushu, Japan in November 1945. Pieces are at a regiment and brigade level. The Japanese forces are driven by a set of simple rules.
Published by: SPI (Strategy & Tactics magazine #59; 1976)
Designed by: James F Dunnigan
Synopsis: Attempt to assassinate Hitler and seize control of the government.
Published by: XTR Corporation (1997; Command Magazine #44)
Designed by: James C Gordon
Synopsis: "Second Front Now!” is a wargame simulating a hypothetical Allied invasion of France in September 1943. The design combines factual historical detail with educated guesswork to produce an alternative history simulation covering the period from D-Day+1 to D-Day+80." The game uses a system similar to that used for their D-Day (historical) and Sea Lion games.
Published by: XTR Corporation (1996; Command magazine Issue #39)
Designed by: Chris Perello, Ty Bomba, and Adrian McGrath
Synopsis: Game has a variety of scenarios, covering the historical 1940 invasion of Norway along with various alternative-history scenarios set in 1940 and 1943. Themes for these include invasions of Sweden and pre-Normandy invasions of Norway.
Published by: XTR Corporation (1997; Command magazine Issue #45)
Designed by: Dean Webb
Published by: XTR Corporation (1989; Command magazine Issue #48)
Designed by: Ty Bomba
Synopsis: A wargame set just after the Second World War. Germany and Japan have won the war, and both decide to move for the entire world: Japan and Germany declare war on each other.
Published by: XTR Corporation (1990)
Designed by: Joseph Miranda and Ty Bomba
Synopsis: World War III as it might have been...
An alternative-history simulation of a war which occurs in a world where Nazi Germany survived the Second World War and decided to make another stab at planetary domination in the early 90s. They are opposed by an alliance of North Atlantic democracies.
The game is a two-player operational/strategic level game that speculates on the military trends which might have developed had Germany continued to build weapons based on those planned in 1945.
Three scenarios and a Campaign game are included to provide a full range of hypothetical options. Each side gains victory points based on 'Political Points' and other objectives (which vary depending on the side played). The player with the higher total at the end of the scenario is the winner... the ratio of points gained determines the level of victory.
The game includes a full colour 34" x 22" map, 400 counters, charts, and tables. Rules covering all aspects of Modern Warfare (including mobilization, ground, naval, and air attacks, political events, intelligence, and nuclear weapons) are included as well as extensive designer's notes.
Published by: Microgame Design Group
Designed by: Kerry Anderson.
Synopsis: April 11, 1951, General Douglas MacArthur was removed as Commander in Chief of the United Nation forces in Korea after his open disagreement with national policy. MacArthur felt that there was no substitute for total victory and proposed bombing Communist bases in Manchuria as well as using other "all-out measures". He made public statements saying so - in defiance of the President's silence order. Faced with MacArthur's insubordination and believing that escalation could lead to a third world war, President Truman was forced to relieve MacArthur, replacing him with Ridgway.
MacArthur's War is a simulation of the Korean War, simulating the historical campaign as well as allowing for what could have happened if MacArthur had been given the go-ahead to launch his attacks against Communist China. Players assume the roles of Douglas MacArthur, commander in chief of the United Nations forces, or the Chinese general staff. Confronted with the Korean crisis, players can manage the conflict at a limited level or escalate it into a Asian or Global showdown between the superpowers.
The 11"x17" map spans from Pusan to Harbin. The 140 back printed counters show divisional level forces of the KPA and ROK, the UN and PLA, the US and the USSR.
Published by: XTR Corporation (1990; Command magazine Issue #5)
Designed by: Chris Perello
Synopsis: Operation Solace is a 'what-if' game based on the preliminary Pentagon plans drawn up for a large raid (2-3 divisions) into the Hanoi area of North Vietnam in 1971. The objective of the operation was to have been the liberation of all the POWs being held in that area and the capture of as many North Vietnamese government officials as possible. These latter were then to be traded for any POWs still held. Scale is 6 mile hexes, one day turns, units vary from company sized task forces to full divisions.
Published by: SPI (Strategy & Tactics magazine #56; 1976)
Designed by: James F Dunnigan
Synopsis: A hypothetical wargame of Warsaw Pact nations revolting against the Soviet Union.
Published by: SPI (1979)
Designed by: James F Dunnigan
Synopsis: The monster game of modern warfare, NATO Division Commander is a SPI classic that is probably more studied than played. Described in the rules as a "battalion level simulation of conflict in contemporary Europe", NATO Division Commander gradually introduces players to its complex mechanics through a series of scenarios of increasing difficulty. When mastered, the game is a War College-level education on the conduct of World War III small unit tactics between NATO and Soviet forces.
Adding to its uniqueness, NATO Division Commander contains two identical mapboards and rules for Controller play, producing a refereed, double-blind, fog-of-war effect that was lacking in many of the other wargames of the era. Since finding three people (or even two) in any geographic area patient enough to work through the rules is a challenge, the game includes solitaire scenarios as well. With 1200 counters, multiple rule books, and a pile of playing aids, NATO Division Commander was, and still is, the behemoth of World War III simulations.
Published by: SPI (1978)
Designed by: James F Dunnigan
Synopsis: The Next War is a brigade/divisional level simulation of a Soviet-led Warsaw Pact invasion of the central European front of NATO in the late 1970's. The three maps cover the area from the far north of Denmark, through Germany and Austria to the industrial heartland of Italy.
The standard rules constitute the fast game, and contain all the rules necessary to play "The Next War" land game - a complete game that can be played independently. The most notable mechanic is the combination of combat within the movement of land units, with the ability of units to greatly exceed the basic movement allowance at increased risk of fatigue/attrition.
Optional rules cover weather, supply, chemical/nuclear warfare, air and naval operations, airborne/airmobile and amphibious operations, helicopters and special forces, and electronic warfare and add can considerably to the record keeping and playing time.
The campaign game covers the first 60 days after mobilization in three basic scenarios, Sudden War, Spring Maneuvers, Tension. The differences between these three concern the timing of the outbreak of war and the resultant state of readiness of the respective forces. Due to the large number of optional rules, however, the players may in fact choose from a vast array of possible Campaign Game situations.
Six smaller scenarios depict smaller areas of operations over briefer periods of time in the regions of Berlin, Vienna, The Baltic, Fulda, North German Plains, and the Main Front (Fulda + North German Plains).
The game components: three 22" x 35" map sheets plus one 6" x 8" and one 10" x 12" map extensions, 2400 die-cut 1/2" counters, one 32 page rules book, one 40 page Scenarios and Situation Briefing book, two identical 4 page Charts & Tables folders, and one 17" x 22" Air Allocation Display.
Published by: Schutze Games
Designed by: Bruce Costello
Synopsis: In 1983 the Kremlin was in chaos as the dying Premier lingered on while potential successors jockeyed for position.......Nuclear warfare in 1983!
Published by: Schutze Games
Designed by: Bruce Costello.
Synopsis: A revised and enlarged second edition version of Victory in Vietnam. The War in Vietnam from 1964 through 1975, featuring a wide range of strategic options for the both players, from invading North Vietnam to tactical nuclear weapons use.
Published by: Microgame Design Group (2002)
Designed by: Kerry Anderson
Synopsis: A board game with card play that makes it possible to win the 1962 U.S.-Soviet confrontation without going to war, though the possibility of military action cannot be ignored.
Published by: SPI (1977)
Designed by: Redmond A. Simonsen
Synopsis: After the Holocaust is an economic game set in the United States after a nuclear war. Players control agricultural, mineral, and fuel production, and manipulate labor, mechanization, trade, transportation, taxation, and consumer goods. Players can also build armies and attack each other.